Gaming
 

Interface

From Neverend

An interface window handles all detailed interaction, for example, you're crafting a pocketwatch. The crafting happens in the interface window, where you put the gears and case together. Or you're drawing something on paper, and it shows a paper background in the interface window with an ink quill for drawing. If there's a puzzle or rune or anything that needs detailed manipulation, it's in the interface window.

This allows multiple items and objects to have a personal level of manipulation, simply by calling their interface in the window. Interfaces exist for maps, notes, compasses, clocks, lock picking, traps, etc.

Crafting and customization may also use the interface window, to allow a closeup view of crafting a sword, or a pot, or a chair.


The menu based interface allows chat, note taking, logs, and special item actions to take place. Most features within the interface require certain items to be used. For example, chat across long distances requires a special spell or item. Note taking requires sheets of paper to be in inventory. Journal writing requires a journal. Sending messages requires a spell or item, such as carrier pigeon or send message spell.

Special items are those that take place within the interface once activated. For example, using a compass opens the compass window, writing a note opens the note window, drawing a picture opens the picture drawing window. Most of these interactions are viewed by the player only, with the exception of games, where data is sent between players. This includes chess, gambling, and card games. Notes and pictures are viewed individually once the player is done editing them. If a player edits a note or picture and leaves the item on a table or wall, other players will view the saved result in their windows. This seperates item from item interaction. A roast chicken is an item, while the action of cutting the chicken is in the interactaction window. To other players, the default "use item" hand action is seen, with the result of "cut chicken" replacing roast chicken. The player using the item sees detail in the interaction window, as well as the default model action. A player lighting a campfire would see detail in the interaction window, while other players would see the simple "use" hand motion and then a lit campfire.

[edit] GM interface

-For GMs, have a world viewing tool that could move around the land at any elevation effortlessly, like Black and White -If a spell just hits the surface of the ground without destroying it, perhaps it could add a "charred" texture on top of it -The "quality" of the land could also be reduced, such as going from a grassy texture to a dirt texture -Land could have "terrain" levels such as grass, dirt, rock, beach, based on their textures. -When a house gets destroyed, durable items can get sent to on top of the ground, covered in "dirt" or "debris" that the player has to use to uncover. The wooden items could become debris, such as a chair and table becoming broken wood.